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Pirate Galaxy Remnants - Issues, Fixes and suggestions.

Sleep

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Quiten que pida calaveras los remanentes, ocupo quedar en los primeros lugares de la tabla durante 15 meses para tener 12 calaveras, siendo un jugador que tiene poco tiempo, pero disfruta el juego, es simplemente imposible y además ganarle a la gente que usa script porque es obvio que hay gente usándolos, ya estuvo que esos remanentes nunca los voy a tocar o hasta que todo el mundo tenga 12 calaveras, Triste.
15 meses con full membresía y mil gravitones porque imagínate estar esperando 10 min en viajar a un planeta, ya todos lo mataron jaja aparte de lo duro que están los bichos, literal vas a morir si o sí, pues compra energía, más dinero
Si querían más dinero había otras formas.

Luego todo esto para únicamente un 3% más de daño lol
Imma answer in English first (auto translation changes some concepts too much),
The solution to your problem is called helping your clan and they can donate Skulls, by just being active in conquests you help them and they help you back, it consumes roughly 1 hour a day and in 1 month you will have enough to put all 4 basic modules +Rockets and some other stuff, if that's not enough or plausible for your timeframes, then its not mandatory to have remnant items and you can play perfectly without them, also who told you it was a 3% surplus in damage only?

De Gaia tenias que ser, entiendo que no sepas leer unas notas de parche, pero quien te dijo que dan solo 3% mas de daño?
los Remanentes normales son 18% mejores que los dorados, la variante potente mucho mas que eso, no se de donde sacaste que dan 3% mas de daño pero seguro que de Matematica no tienes idea
y si tanto te molesta jugar por que estas muy ocupado durante el dia entonces pide que te donen calaveras, no es tan dificil bro, nadie te obliga a hacer puntos
Si te molesta morir contra los npcs entonces juega de a 400 personas y que te tiren 200 teles y protes, y si no tienes membresia, vas a tener que perderte algunos planos y ir solo a los mas importantes, incluso con membre en gaia hay muchisima gente, no vas a llegar a darle a todos
Si aun asi no te gusta, ahi ta la puerta pa dejar de jugar, o no completes los planos y ya, si total solo influyen en las conquistas de tau y un par de cosas mas,

Ahora, en la proxima actualizacion, cuando den el noveno componente ahi si vas a tener que dejar de jugar, por que quejarse en el foro no va a servir para que te los den gratis
 

Fra_592

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los Remanentes normales son 18% mejores que los dorados
Afaict, remnants are ~18% above best blue, and gold ~15% above best blue, like ancient/gold items on all other systems, hence the 3%. But you also have to take into account their timings, especially on ships with multiple weapons or speed act, so the real-world bonus can be higher than that (or a malus if for some reason you go full rapid), especially on say a RDX-15 or a neon-5.
 

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Afaict, remnants are ~18% above best blue, and gold ~15% above best blue, like ancient/gold items on all other systems, hence the 3%. But you also have to take into account their timings, especially on ships with multiple weapons or speed act, so the real-world bonus can be higher than that (or a malus if for some reason you go full rapid), especially on say a RDX-15 or a neon-5.
Then i mistook the concepts, my bad, haven't played in a long time, still, the dps difference from a strong blaster to a gold blaster is pretty noticeable, i'd take it any day
usefulness of Long protectors and some other variants win any day vs gold bps, a fair bit of my point still stands, he's ranting about not liking the time investment remnants require, if he sees it as not so much of an upgrade then nerfing it so its easier to obtain isn't the solution, he wants the easy way out instead of just opting out since for him it requires a lot of time investment to get said bps
 

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Vez que ni sabías de donde venia el 3%
Capaz el que no sabe matemáticas es otro,
Bueno dejando eso de lado, no busco los planos gratis, como si fuera tan facil.
Eh usado membresía todo el juego ademas mejoras de nave y simplemente hablo por los pocos que no tenemos el tiempo o otros el dinero de andar pagando y pasar todo el dia viciados, simplemente la casi nula gente que no puede meter dinero ya la sepultaron y como tu dices que ni juegas, capaz primero por eso no notas eso
 

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Y luego la mafia de las flotas con las calaveras jajsj como tu mismo lo dices, gaia tiene muchos jugadores ahora imagínate tener que competir con tantos pilotos por calaveras cuando a fin de cuentas lo máximo de una flota en la clasificación le dan 5 al mes creo y tener que compartir con tantos pilotos....
Bueno si estas en otro server sin gente es mucho mas fácil, deberían aumentarlas en gaia nadamas xdd
 

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Sry, im lost
 
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Hello @Highway

I have another question, with the HP scaling when there is more than 6 pilots shooting it, it feels like it's scaling incorrectly, as in disproportionate.

In my eyes the boss should take the same amount of time to kill with 5 people as with 15 people if it scales like that, however with each pilot added I feel like it might be exponential?

In general I feel like the XC bosses should have their base hitpoints nerfed around 5-15% and then especially for erebos, hive, EIU should have them greatly decreased at least until (I hope) it gets fixed that they drag you around the entire map.
 

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After farming this content for a week, I also aggreee that a few things should be changed. Some (most XCs) bosses are just frustrating, and if we're going to farm them for thousands of hours, they need tweaking. Many of these has already been said, I'm just adding our input

- XCs dragging players on entire planets 5+ times is stupid, unfun, and disproportionnately difficult on hard planets like hive and erebos. They move way WAY too fast, and way WAY WAY WAY WAY TOO OFTEN. Having sub 10% damage uptime on a boss because of this MUST change.

- Adds, specifically MNs, take up too much of the time it takes to defeat XCs. The fact they the number of waves and enemy amount in them is random also very frustrating, progress being made is abstract and not satisying.
This also disproportinnatly rewards people arriving late on XCs to "participate" on the last 50% of the bosse's health.

- XC units feel extremely dangerous during add phases, and actually very manageable (unless they run everywhere or stun you in Ostrikes) once the adds are dead. The combo of not being able to consistently pull the adds and not lowering the boss damage output during add phases exacerbates this issue. With a 5man sqad on a dangerous planet, it's not rare to spend close to an hour killing MN adds, for the boss to fall in less than 30 minutes afterwards.

- Generic category blueprints are in MASSIVELY more demand than class specific ones, and their spawn rate should reflect that.

- Stuns are by far the most dangerous element of bosses, and are the cause of countless uncounterable bullshit deaths. Stuns in pirate galaxy famously last excruciatingly long times, but this takes it to yet another level. They stun extremely hard, often stun everyone, last way too long, prevent players from following the boss if it is moving, and somehow stun even harder than comparable player items. The combo with stuns -> giga orbital strike/sequencial orbital strikes is extremely deadly, and has in many situations not enough counterplay.
They are also way too comon, literally every XC units has stuns

Also, here are a few quickshot things that I think are wrong/oversights:

- MN units can still have attack droids as random items, despite the boss not being able to spawn droids during the add phases.
- Long mines of vega bosses consistently oneshot every ship without a shield, they are very overtuned.
- Damage inverters are very hard to see on big units, and pretty much invisible on some (osiris or anubis models, for exemple).
- The new XC unit with the model of the new calon boss does significantly drop FPS when firing its blasters.
- The durability buff added last patch feels very overtuned, the difference between 5 and 6 people on a SC unit is absolutely massive. This leads to actual pvp gameplay to reduce the boss shield though, not sure I hate it.
- The balance between XC and SC drops is currently very biased towards SC units. While both are rewarding, XCs sure take a long time to kill.
- Why is the XC player limit 7? It's very close to the SC limit of 5, making the same kind of teams viable for both. Weird decision.
 

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Hello @Highway

I have another question, with the HP scaling when there is more than 6 pilots shooting it, it feels like it's scaling incorrectly, as in disproportionate.

In my eyes the boss should take the same amount of time to kill with 5 people as with 15 people if it scales like that, however with each pilot added I feel like it might be exponential?

In general I feel like the XC bosses should have their base hitpoints nerfed around 5-15% and then especially for erebos, hive, EIU should have them greatly decreased at least until (I hope) it gets fixed that they drag you around the entire map.
EiU, Hive and Erebos XC's are mostly avoided unless its a seeked after bp like Sniper class/Regular class bps in Aurora, i'm not a 100% sure about this but i also get XC's with less overloaded loadouts in Vega than Draco/Tau Ceti system, in Vega the XC support units hardly have repair field/stuns sometimes, while in Draco i've gotten XC minions with allies cover, repair field, mines, stun, while i don't want them to be free because they are harder planets, they are overtuned to the point people avoid them on purpose and would rather despawn them, some sort of reward for the difficulty would be a plausible solution for people to think twice and do them instead of going for a Kalabesh unit
 
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supersonique

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Annoyingly too, boosters are n/a on this or would any boosters at all work? Apart from maybe BP, ms and xp
 

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Annoyingly too, boosters are n/a on this or would any boosters at all work? Apart from maybe BP, ms and xp
For remnants? Damage, absorption works, speed only if you dont hit somebody with it or generate aggro using a repair target or a protector on somebody assuming that somebody has another player not on buddies list while killing a remnant, that cancels your speed and resets every time unless u stop healing him, for 2 minutes
 

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After farming this content for a week, I also aggreee that a few things should be changed. Some (most XCs) bosses are just frustrating, and if we're going to farm them for thousands of hours, they need tweaking. Many of these has already been said, I'm just adding our input

- XCs dragging players on entire planets 5+ times is stupid, unfun, and disproportionnately difficult on hard planets like hive and erebos. They move way WAY too fast, and way WAY WAY WAY WAY TOO OFTEN. Having sub 10% damage uptime on a boss because of this MUST change.

- Adds, specifically MNs, take up too much of the time it takes to defeat XCs. The fact they the number of waves and enemy amount in them is random also very frustrating, progress being made is abstract and not satisying.
This also disproportinnatly rewards people arriving late on XCs to "participate" on the last 50% of the bosse's health.

- XC units feel extremely dangerous during add phases, and actually very manageable (unless they run everywhere or stun you in Ostrikes) once the adds are dead. The combo of not being able to consistently pull the adds and not lowering the boss damage output during add phases exacerbates this issue. With a 5man sqad on a dangerous planet, it's not rare to spend close to an hour killing MN adds, for the boss to fall in less than 30 minutes afterwards.

- Generic category blueprints are in MASSIVELY more demand than class specific ones, and their spawn rate should reflect that.

- Stuns are by far the most dangerous element of bosses, and are the cause of countless uncounterable bullshit deaths. Stuns in pirate galaxy famously last excruciatingly long times, but this takes it to yet another level. They stun extremely hard, often stun everyone, last way too long, prevent players from following the boss if it is moving, and somehow stun even harder than comparable player items. The combo with stuns -> giga orbital strike/sequencial orbital strikes is extremely deadly, and has in many situations not enough counterplay.
They are also way too comon, literally every XC units has stuns

Also, here are a few quickshot things that I think are wrong/oversights:

- MN units can still have attack droids as random items, despite the boss not being able to spawn droids during the add phases.
- Long mines of vega bosses consistently oneshot every ship without a shield, they are very overtuned.
- Damage inverters are very hard to see on big units, and pretty much invisible on some (osiris or anubis models, for exemple).
- The new XC unit with the model of the new calon boss does significantly drop FPS when firing its blasters.
- The durability buff added last patch feels very overtuned, the difference between 5 and 6 people on a SC unit is absolutely massive. This leads to actual pvp gameplay to reduce the boss shield though, not sure I hate it.
- The balance between XC and SC drops is currently very biased towards SC units. While both are rewarding, XCs sure take a long time to kill.
- Why is the XC player limit 7? It's very close to the SC limit of 5, making the same kind of teams viable for both. Weird decision.
Everyone goes after generic class blueprints in Aurora too, no matter the unit, the whole server is there to hit, they even use gravs, so yeah, something should be done to the spawnrate, that or XC's having increased chance of having generics compared to others for more of an incentive of killing, as well as an easier method of obtainment due to amount of blueprints dropped.
ideally before months pass and everyone has stacked huge amounts of the other blueprints but not generics
 

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True, generic item spawn rate should be 2x if not more
 

Sleep

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Y luego la mafia de las flotas con las calaveras jajsj como tu mismo lo dices, gaia tiene muchos jugadores ahora imagínate tener que competir con tantos pilotos por calaveras cuando a fin de cuentas lo máximo de una flota en la clasificación le dan 5 al mes creo y tener que compartir con tantos pilotos....
Bueno si estas en otro server sin gente es mucho mas fácil, deberían aumentarlas en gaia nadamas xdd
En algun momento va a haber muchisimas mas calaveras de las que ya hay, la clasificacion de flota da muchas calaveras cada vez que se resetea y los pilotos solo necesitan 10, a menos que sigan habiendo jugadores nuevos en Gaia, calaveras van a sobrar hasta que salga la parte 3

Unless the influx of players that reach Remnant content surpass the amount of Gold skulls that are given weekly, eventually there's gonna be plenty of skulls, as 10 skulls are given by clan ladder ranking
 

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I will give my general feedback for the update, here are some changes that I think are reasonable.

Focusing exclusively on the gameplay aspects of the Remnants:
  • Vega Carriers have overtuned weapons for the system, remember Vega ships have no armor...
  • XCs are less rewarding than SCs, cryo and time wise, but way more dangerous, their only attraction is the overall BP count. Maybe decrease the overall kill times of XCs a little bit by lowering their hp to avoid 30-60min fights.
  • XCs difficulty mainly comes from MNs/DLs/attack droids and its Stun + OS combination. It's better to have XCs with multiple AoE cannons like Sirius Bosses instead to increase their standard DPS, right now too many items/actions leads to low Remnant DPS output.
  • Stuns are too common and with the current multitarget almost 0 counterplay (you just die and come back).
  • Reduce actions to avoid lagging issues with deployables and fix the lag issues of the rapid blaster.
  • Increase Orbital Strikes cooldown and allow only the use of 1 OS pattern type (spam, big, chaser...)
    • OS are waaaay more common and frequent than they should be, hurting ships without AB/QL the most and ships with deployable items. OS spam also decreases the overall fun of the combat (you are forced to look from afar).
    • The big OS attack has insane range preventing any action against the boss for like 30 seconds, very boring to play around.
    • Shorten the chaser OS, it lasts around 2 hours from the player perspective.
  • Remnants must follow planet pathing, right now they can go through walls and its very annoying to deal with.
  • Reduce overall roaming uptime, remnants should have a reasonable time limit when roaming to avoid "Tour de France" type of behaviours.
  • Add space-time distortion residuals or energy trails in every Remnant with roaming capabilities, some carriers take too much time to find. Let's focus on the interesting part of the update, fighting Remnants, not playing hide and seek with them (right now we can spend more time searching than fighting).
  • Improve the damage inverter visual effect, many ship models cover the visuals completely leaving you with only the sound effect as a "reliable" tool to notice it, at least when there are no other ships like MNs, DLs or even other players use it.
Some of the changes made in the past are good and should only require minor tuning:
  • The new normal OS attack is way better than the instant OS we previously had, if the OS spam decreases I would have no complains.
  • The HP penalty for grouping up can be annoying to deal with but I think is a good change to avoid server wide raids incentivizing squad splitting, but with the current numbers, XC carrier HP is a little bit too high like I said before.
  • Drops are nice, cryo and BPs, specially for SCs. but many players with top memberships prefer to fly solo to avoid sharing cryo they usually get for being top effort. XCs should have more cryo drops with lower cryo each for a more balanced distribution among players.
Now, from the balance perspective:
  • Increase the Generic Class probability for Remnant Carriers, the items on that list are used in almost all ships in the game, therefore these will be the items needed in higher quantities for all pilots no matter their ship preferences.
  • As other players already said, with the current stats of the item variants many blueprints are utterly useless and in some time, many players like myself will have a lot of blueprints accumulated while others will be installed the moment you get them, such disparity should be addressed.
  • Having a system to exchange unwanted blueprints for others would be really useful, reducing the overall frustration after a bad drop and also addressing some of the FOMO some players are experiencing. We could have 2 different ratios, one reasonable and another less attractive, the first one could be for changing variations of the same item, the other one to exchange a blueprint for other of the same class.
 

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I will give my general feedback for the update, here are some changes that I think are reasonable.

Focusing exclusively on the gameplay aspects of the Remnants:
  • Vega Carriers have overtuned weapons for the system, remember Vega ships have no armor...
  • XCs are less rewarding than SCs, cryo and time wise, but way more dangerous, their only attraction is the overall BP count. Maybe decrease the overall kill times of XCs a little bit by lowering their hp to avoid 30-60min fights.
  • XCs difficulty mainly comes from MNs/DLs/attack droids and its Stun + OS combination. It's better to have XCs with multiple AoE cannons like Sirius Bosses instead to increase their standard DPS, right now too many items/actions leads to low Remnant DPS output.
  • Stuns are too common and with the current multitarget almost 0 counterplay (you just die and come back).
  • Reduce actions to avoid lagging issues with deployables and fix the lag issues of the rapid blaster.
  • Increase Orbital Strikes cooldown and allow only the use of 1 OS pattern type (spam, big, chaser...)
    • OS are waaaay more common and frequent than they should be, hurting ships without AB/QL the most and ships with deployable items. OS spam also decreases the overall fun of the combat (you are forced to look from afar).
    • The big OS attack has insane range preventing any action against the boss for like 30 seconds, very boring to play around.
    • Shorten the chaser OS, it lasts around 2 hours from the player perspective.
  • Remnants must follow planet pathing, right now they can go through walls and its very annoying to deal with.
  • Reduce overall roaming uptime, remnants should have a reasonable time limit when roaming to avoid "Tour de France" type of behaviours.
  • Add space-time distortion residuals or energy trails in every Remnant with roaming capabilities, some carriers take too much time to find. Let's focus on the interesting part of the update, fighting Remnants, not playing hide and seek with them (right now we can spend more time searching than fighting).
  • Improve the damage inverter visual effect, many ship models cover the visuals completely leaving you with only the sound effect as a "reliable" tool to notice it, at least when there are no other ships like MNs, DLs or even other players use it.
Some of the changes made in the past are good and should only require minor tuning:
  • The new normal OS attack is way better than the instant OS we previously had, if the OS spam decreases I would have no complains.
  • The HP penalty for grouping up can be annoying to deal with but I think is a good change to avoid server wide raids incentivizing squad splitting, but with the current numbers, XC carrier HP is a little bit too high like I said before.
  • Drops are nice, cryo and BPs, specially for SCs. but many players with top memberships prefer to fly solo to avoid sharing cryo they usually get for being top effort. XCs should have more cryo drops with lower cryo each for a more balanced distribution among players.
Now, from the balance perspective:
  • Increase the Generic Class probability for Remnant Carriers, the items on that list are used in almost all ships in the game, therefore these will be the items needed in higher quantities for all pilots no matter their ship preferences.
  • As other players already said, with the current stats of the item variants many blueprints are utterly useless and in some time, many players like myself will have a lot of blueprints accumulated while others will be installed the moment you get them, such disparity should be addressed.
  • Having a system to exchange unwanted blueprints for others would be really useful, reducing the overall frustration after a bad drop and also addressing some of the FOMO some players are experiencing. We could have 2 different ratios, one reasonable and another less attractive, the first one could be for changing variations of the same item, the other one to exchange a blueprint for other of the same class.
Agreed, sometimes it feels unfair for the Remnant to instantly cast multi small OS + planetary OS + stun
or an open circle of OS, planetary OS in the middle + stun while ur running, can't do anything about that in certain scenarios where u used ur prot for the last stun, or it ran out, i've even tried to time it but stun loads faster, i'm not too sure if the remnant has a chance to have more than one stun and that leads him to use it in a short interval of time rather than once every (stun cd for npc)

I also agree heavily on the part that a small stat change should be made for rapids at least, as they haven't been popular since introduction on Sirius, for the most part of the arsenal (Rockets, OS,Blaster, SB, etc)
I assume this is not on the update's scope of work but it would be nice to have a small tune that incentivizes people to use Rapid's more and not feel underwhelming or a weaker choice compared to Strong variants on damage items, i know this is hard to keep balanced, or to come up with something that feels right without downplaying Strong or Normal variants, but any change would make it for a healthier environment on the Variants
 
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